Guile Combo Thread: Flash Kick FADC *shades*!

Guiles overhead is great, i disagree strongly with giving it combo-ability. This isnt tekken.

They did the UDK overhead thing in HDR and it was hella broken, i hate guile in that game. It would be less gay in sf4 because it has way more start up and would be easy to block on reaction though. I used to want UDK to have a bigger hitbox, but if it did it would probably make fancy UDK combos impossible because it would hit less meaty after focus.

Sims sweep is always punishable just so you know. If sims short slide was punishable he would be the shittiest character in the game imo. Rose and Sims mk slides are safe when done from proper distances, and yeah your only option is to tech or blind FK, but these slides are safe on everyone from certain distances. Overheads are not for punishing… overheads are an offensive mix up tool used to catch people off guard.

Guile will be better against slides in super because his low forward is faster (i think) so you will be able to throw that out to stuff slides.

Eh, I’d take the UDK better hitbox over wacky combos. Let it peg low to the ground low attacks and be unthrowable. I think unthrowable is really the big thing. How great would that be for corner pressure combos? Friggin I remember trying to do a meaty boom in the corner, then walking forward, UDK’ing and just getting thrown out of it’s slow ass startup. I would love to see more comboability off of it too. Well… not more necessarily, but easier comboability. When not using it on “those” characters after a level three crumple, that link to c.mp is pretty tight. If they made that thing a constant +5 on hit and unthrowable, we would see a lot more use.

that sounds good, the airborne thing would make it really useful. I try to use it against characters like abel and viper (ex seismo) on their wake ups but it usually doesnt work because that move feels like it has 1 airborne frame

frome the japanese guide…

b/f+short frames 8-16 foot invincible(I’m not sure what they mean here)
b/f+forward frames 8-19 lower body invincible (11 airborne frames)
b/f+rh(close) frames 7-29 lower body invincible (22 airborne frames)

I’ll update his wiki with these infos.

If they’re airborn moves does that mean they’re throw invincible during that time? Also, do you do an air reset if they hit you out of it?

Edit: I just tested meaty b+lk, b+mk, and b+hk against Abel’s EX TT. Theoretically if the move were really airborne my TT would whiff. It didn’t, Guile got grabbed. Also, I couldn’t produce an air reset on any of these. That means that these moves are not airborne.

However, they do move your hitbox so you can dodge a lot of low stuff. For example, you can dodge Viper’s EX Seismo with b+lk and b+mk.

And because I was testing anyway, I tested f+mk versus Ryu’s cr.mk.

[LIST]
[]It is possible to punish a predicted cr.mk with f+mk.
[
]If you do your f+mk too late you’ll get counter-hit and if you do it early you’ll get whiff punished
[]The most common result was to have both Guile and Ryu whiff. If you’re close to him (closer than maximum cr.mk distance) then Guile will not usually whiff and hit Ryu.
[
]b+lk works too and is more likely to win, but it’s unsafe on hit so that’s dumb.
[*]b+hk basically always whiffs.
[/LIST]

reading comprehension fail?

Hazan Shun is airborn. Viper’s Burning Kick is airborn. Guile’s b+mk/b+hk is never airborn as far as I can tell. You can use Hazan Shu and Burning Kick to avoid throws and if you hit them out of those moves then they get reset in the air. I’m just saying that Guile’s moves are not actually airborn.

Edit: I get that you didn’t actually mean it was airborn. But the ‘airborn frames’ thing got me confused.

thanks for the info gilley

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A brief combo vid with our favorite soldier. Hope you guys enjoy.

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It may not be much, but I’m tryin. I just started with him too.

super easy cross up combo

hope this isn’t old sauce:

cross up w/ j.lk, c.lp, c.lp, cl.lk, lk, lk.

its nets you ~156 damage and all you do is mash the buttons, no timing required.

It puts you in good position even if they block, the 1st close lk is the non bazooka knee, and then the last 2 are the leg check.

it works extra well if you mix up yer cross up game by doing cross lk, c.lp, tick throw, or just cross lk, tick throw, to freak their mind.

so easy for not to shaby of damage, and I belive it to be safe from counters on block.

J.RH>S.LP>S.LP>S.MP>Boom>FADC>C.LK>C.LP>S.LP>S.MP>Boom>ExFocusAttack>S.FP>RH.FlashKick

Probably one of Guile’s harder combos… I know, I know, it’s not practical but it is possible.

That almost looks like a combo that would do less damage than a j.hp/hk > cr.mp > FK. lol

Pretty sad actually, j.hp/hk > cr.mp > FK does more than j.lk > cr.lk > cr.lp > cr.mp > FK. I think it’s like 280 or so to about 150/160.

Yep you’re right. The damage on the J.LK>C.LK>C.LP>C.MP>Flash Kick is 175 I believe. The damage on the combo I listed does suck. I just like to try stuff like that in training so it will help my timing on things like FADC’s…

On you long ass combo , I didnt know you can exfocus attack after a boom, I thought it had to be ex boom. I have tried with regular boom and cant get it to connect.

It’s just a timing thing. Look at my combo vid on youtube. Just type in SonicFlash122 and you should be able to find it. I didn’t do many combos with the ExFA crumble but I think like the 3rd or 4th combo in the vid has one.

**I like this method the most
FA2, :r::r:(hold):df:, :ub:+s.HP s.HK ~288 dmg/450 stun

These are practical online as well as offline & they’re much easier to time.
FA2,:r::r:, :l:+s.HK, close s.LP, far s.HP, far s.HP ~322 dmg / 565 stun (Able size characters)
FA2,:r::r:, :r:+s.HK, (neutral)close s.LK, far s.LP, far s.HP ~275 dmg / 475stun (Shoto size characters)
FA2,:r::r:, :l:+s.HK, close s.LP, far s.LP, far s.HP ~268 dmg / 475 stun (Blanka size characters)**

To all you Guile players,
back in Sf2 champions edition, I used to see Guile players using the following combo’s:

  • Jump-in Fierce punch, standing Fierce punch, sonic boom, spinning backfist
  • Jump-in Fierce punch, standing Fierce punch, flash kick
    or on a whiffed Fierce SRK, you’d get:
  • Standing fierce punch, flash kick

Does anybody use these combo’s anymore? I used to main Guile back in sf2, but now I only use Ryu and I havent fought any Guile who has used any of the above combo’s. Why is that? are they no longer possible? are they too risky? (I cant see why because your cancelling your fierce punch into flashkick/sonic boom, so they shouldnt be interruptable).

The only combo I see used against me on a whiffed srk is crouching lp/mp (not sure which one), cancelled into ex flashkick or flashkick.

Could somebody enlighten me on this?

Thanks

The standing fierce into flash kick is just a bit unreliable–a fuckup either results in a crouching fierce punch which is punishable on block (easily) or just a general fuck-up in some way shape or form. c.mp > flash kick is the most reliable punish despite it’s piss-all damage.

Thanks Kich,
I guess its just a risk/reward thing rather then Guile’s combo’s being nerfed. Hopefully in ssf4 Guile will be stronger, especially his flash-kick. It will be good to see Guile move up a few tiers because he has always been one of my favourite characters. Even with pretty much the same moveset as of sf2 world warrior, he is still competitive, a true sf legend. What do you think of his new Ultra in super sf4? Is it going to be possible to do FK + FADC into Ultra II?